What's your opinion on The Knight?

Comments

  • Good concepts, but Minion AI and his add-ons are sucks

  • His a decent killer but gets a lot of hatred due his ability to 3-gen.

    And it's a shame that his common and uncommon add-ons are the best.

  • @Astel said:

    Good concepts, but Minion AI and his add-ons are sucks

    @CorvusCorax86 said:

    His a decent killer but gets a lot of hatred due his ability to 3-gen.

    And it's a shame that his common and uncommon add-ons are the best.

    how would u change knight?

  • I find him pretty fun to play but his guard AI is garbage and outright broken in many situations like windows and pallet-drops. His addons are also like 80% garbage.

    That said I still generally find him fun to play as and... not terrible to play against.

    I think if they gave him an addon pass so more of them were actually interesting and usable, and if they touched up his guards so they worked properly, he'd be really good.

    Also more survivors still need to learn that if a guard is camping a hook, you can just aggro it and the second you start the unhook the hunt ends.

  • Clunky, boring, brainded to play with.

    Frustrating, annoying, waste of time to play against.

  • Top 5 worse ever released killers in dbd. Powers like knights simply aren't healthy and will never be enjoyable for the survivors in dbd.

  • lame

    left/right on a pallet until you get your power, use it to hit survivor/force to another loop

    repeat

  • I don't like that he can just drop guards on a hooked survivor as most solo q people don't know they can touch the hook and despawn the guard

  • Extremely addon dependent killer who has almost zero skill expression whatsoever and should be reworked. Pressing a button to immediately shut down a loop with no further input, prediction, or skill from the killer should not ever be a thing. But his power also feels terrible to use without Map of the Realm and Call to Arms (but especially MotR).

    Only reason he’s more tolerable to face than Skull Merchant is because he’s not as strong overall.

  • Not bad as pre-rework chess merchant, but still god awful dreadful to verse.

    The ones I versed only played just to 3-gen, spamming his ai to gain free pressure with no restrictions, and solo queue teammates downed in like 20 seconds and immediately Dc’s.

    I’m hating him more and more recently.

  • Never understood the hatred of going against him after the end of Overbrine. I wouldn't want to play him constantly, but he's fun to match against.

    Playing as him I find to be really enjoyable.

  • Fun killer and a welcome break from the constant brain dead "go fast" killers we always get.

  • Brilliant aesthetic, the green aura for his power is really nice too. His audio work is excellent, his footsteps sound really nice and gets me in the hunting mood I find. I really like his terror radius music also. His power although fun and challenging, it's buggy as hell and really needs refining. He stomps lower skilled players but decent players can give him the run around. 2 of his 3 guards are pretty hopeless, with Assassin being the best one. Addons need work as his best ones are brown and yellow, with the brown very frequently suggested as being basekit.

    Think the hatred he gets is completely unjustified. A lot of Knights play an offensive game and go after survivors instead of 3 genning.

  • A very relaxing killer to play as IMO, but perhaps has one of the most unengaging chases on the survivor's end for various reasons stated in this thread making him incredibly boring to verse.

  • As a killer he's ok. Can be fun to play as and against but most we see tend to just try and camp a 3 gen from the start (around 3 outa 5ish) so our opinions are abit sour on him and his crew.

  • @SMitchell8 said:

    Brilliant aesthetic, the green aura for his power is really nice too. His audio work is excellent, his footsteps sound really nice and gets me in the hunting mood I find. I really like his terror radius music also. His power although fun and challenging, it's buggy as hell and really needs refining. He stomps lower skilled players but decent players can give him the run around. 2 of his 3 guards are pretty hopeless, with Assassin being the best one. Addons need work as his best ones are brown and yellow, with the brown very frequently suggested as being basekit.

    Think the hatred he gets is completely unjustified. A lot of Knights play an offensive game and go after survivors instead of 3 genning.

    I agree with you in most of parts. TBH, i think only Jailer is a problem (so only 1 of his guards are "hopeless"). I really understand the concept of Jailer for scouting and patrolling, but the match goes so fast that we don't have time to this. Carnifex and Assassin are quite good, in their own ways (Carnifex locks a person 28s in a chase; Assassin can harm a survivor by himself if the survivor is careless). Jailer can often find people, even when they go to the corner of the maps, but the problem is that DBD is not around finding people, but chasing and actually downing people.

    I've made a topic on what i think should change for the Knight:

    @Rickprado said:

    After playing for some time with the Knight (i've been playing him constantly since March) , i've come to understand that although this killer can be quite fun and have a very good visual, it has some problems. In order to adress some of these problem, i have some suggestions. Please, consider this topic as an open debate about the Knight current status as a suggestion for a rework.

    I will point the issue and the propose a solution:

    • Bugged AI

    The guards have several bugs in their AI, becoming stuck in parts of the map, going in very strange paths to chase a survivor right in front of them, refusing to pass through windows or pallets to catch a survivor, going all the way around, wasting the hunt.

    Of course those bugs needs to be adressed ASAP so we can have a better experience while playing the Knight.

    • Addon dependancy

    Playing Knight without some addons is a bad experience. There is three addons that i would say are obligatory on him (in order of importance): Map of The Realm, Call to Arms and Dried Horsemeat.

    Map of the Realm (MotR) makes the detection range of your guards bigger. Playing without MotR feels terrible: even when you predict correctly the path that a survivor will make, he/she can dodge a guard easily because of the small detection radious Carnifex and the Assassin have (Jailer can counter this a bit).

    Call to Arms (CtA) is what the turns Knight viable against good survivors: The increased speed and range can make you have time to listen and think where the survivors are going; make easier to pressure survivors through the map (while they are healing or doing gens); etc. Knight with Call to Arms is just another killer in terms of strength and map pressure.

    Dried Horsemeat is mostly used to make your guards last enough to you do a pincer move on a survivor, specially with the Jailer which has lower speed than the Assassin and Hunt Duration than the Carnifex. Dried Horsemeat can also be used to "snipe" someone at long range, on a generator or healing, as the extra 4s can make the difference between a hit or not

    Since these addons are so essencial to the Knight to fix his weakness, mostly of the other addons are rarely used, as if you don't have a good chance to detect a survivor with a guard, you will become just a M1 killer with no power.

    My suggestion for this are: Make the Map of the Realm extra detection range basekit, so we can explore more of the Knight addons; change the basekit speed of patrol mode to be the same as when using Call to Arms addons, and leave it as addon for extra range on patrols.

    For the Dried Horsemeat, i would suggest something: rework completly this addon and make the extra hunt time tied to total patrol path distance, gaining 1s from 10m total path to 4s at 32m total path. This would incentive Knight players to play more strategically with their power, rewarding then to predict where survivors will go instead of just dropping a guard into a loop (i will talk about that later)

    • Three Gening

    Knight can be quite annoying while holding a three gen, specially when they are very close to each other. To resolve this issue i propose that you can no longer kick a gen with a guard while using patrol mode - you still can break pallets. This way, if you want to protect a gen with a guard, you would be forced to start a hunt instead of holding it by kicking.

    To compensate this, i would give Knight a secondary power:

    Guardia Order

    When you are up to 16m of a Brekable Wall/Generator/pallet, press the secondary power button to give the guard an order to kick gen/break the pallet. Your order will be directed towards the object which is mostly centered on your screen - highlighted with green. You cannot use your power or Guardia Order while a guard is executing an order or while your power is in cooldown.

    This way, Knight could save some time giving orders to guards instead of having to go in patrol mode, but could not use this to hold a generator "hostage" from afar.

    • The Guards utility / The Hold W counter

    Although i can understand that every guard is tied to a playstile (Carnifex brute force; Assassin fast hits; Jailer scouting + anti-stealth) i think most of the Knight players will agree that the guards that are better in hunts (Carnifex and Assassin) are the guards which most make a difference in a match. Although Jailer can be crucial to get a hunt against a stealth survivor, his speed and chase duration makes him kinda lackluster when compared to the other two.

    Also, another thing that happens with all the guards is that even when the Knight finds the survivors and gets a hunt successfully, if the surv is in a safe loop or have window/pallet to jump, you will be only wasting your time, as he/she can get away from the loop and the guard before you even have the chance to zone them.

    To resolve this kinda of problem, i would suggest these changes:

    Whenever a guard is actively hunting a survivor, the Knight will get a 3 to 5% haste bonus (tied to total patrol path distance) until the hunt ends.

    If a Carnifex is hunting a survivor, the Knight gets 10% longer lunge and 10% pallet break speed;

    If the Assassin is hunting a survivor, the Knight jumps through a window 15% faster;

    If the Jailer is hunting, every survivor within 4m of the Jailer have his/hers aura revelead to the Knight for 2s. Also, the Jailer would chase with a 4.2m/s speed for 18s seconds, having the same detection range as the other guards (considering that Map of The Realm would be basekit).

    • Dropping a guard into a loop

    As far i understand that this can be countered in some ways, just dropping a guard into a loop is part of what makes the Knight boring to face, as some people say (i don't totally agree). To adress this - considering all the buffs above - i would put a restriction on the minimum distance the Knight would be able to drop a guard: you have to draw at least 10m of path to deploy a guard. Until you haven't drawn 10m of patrol path, you can end patrol mode; if the patrol times end and you haven't drawn at least 10m of patrol path, your power enters in a cooldown, no guard is deployed and you can't use your power for 3 seconds.

    This would force Knight to play more strategically than just dropping a guard into a loop everytime.

    Well, thats all for now. I really LOVE the idea of this Killer (power and visual) and i really want this game to improve and get to a healthier state.

    Lets discuss! Hope you guys are fine!! Thanks

    About the hate it gets, i think its kinda of underserved, since the problem was Knight alone, but the Old Eruption + Gen Kick Meta.

  • My favourite killer but only feels fun when using Map of the Realm so Guard’s actually are able to detect survivors and Call to Arms so the power can be used for scouting/aggressively and not just ‘drop at pallet’.